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CrowdControl/Assets/Plugins/Animancer/Internal/Mixer States/MixerStateT.cs

264 lines
11 KiB
C#

2 months ago
// Animancer // Copyright 2020 Kybernetik //
using System;
using System.Text;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.Playables;
namespace Animancer
{
/// <summary>[Pro-Only]
/// Base class for <see cref="MixerState"/>s which blend an array of <see cref="ManualMixerState.States"/> together
/// based on a <see cref="Parameter"/>.
/// </summary>
public abstract class MixerState<TParameter> : ManualMixerState
{
/************************************************************************************************************************/
#region Properties
/************************************************************************************************************************/
/// <summary>
/// The parameter values at which each of the <see cref="ManualMixerState.States"/> are used and blended.
/// </summary>
private TParameter[] _Thresholds;
/************************************************************************************************************************/
private TParameter _Parameter;
/// <summary>The value used to calculate the weights of the <see cref="ManualMixerState.States"/>.</summary>
public TParameter Parameter
{
get { return _Parameter; }
set
{
_Parameter = value;
WeightsAreDirty = true;
Root.RequireUpdate(this);
}
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Thresholds
/************************************************************************************************************************/
/// <summary>
/// Returns true if the thresholds array is not null.
/// </summary>
public bool HasThresholds()
{
return _Thresholds != null;
}
/************************************************************************************************************************/
/// <summary>
/// Returns the value of the threshold associated with the specified index.
/// </summary>
public TParameter GetThreshold(int index)
{
return _Thresholds[index];
}
/************************************************************************************************************************/
/// <summary>
/// Sets the value of the threshold associated with the specified index.
/// </summary>
public void SetThreshold(int index, TParameter threshold)
{
_Thresholds[index] = threshold;
OnThresholdsChanged();
}
/************************************************************************************************************************/
/// <summary>
/// Assigns the specified array as the thresholds to use for blending.
/// <para></para>
/// WARNING: if you keep a reference to the `thresholds` array you must call <see cref="OnThresholdsChanged"/>
/// whenever any changes are made to it, otherwise this mixer may not blend correctly.
/// </summary>
public void SetThresholds(TParameter[] thresholds)
{
if (thresholds.Length != States.Length)
throw new ArgumentOutOfRangeException("thresholds", "Incorrect threshold count. There are " + States.Length +
" states, but the specified thresholds array contains " + thresholds.Length + " elements.");
_Thresholds = thresholds;
OnThresholdsChanged();
}
/************************************************************************************************************************/
/// <summary>
/// If the <see cref="_Thresholds"/> don't have the same <see cref="Array.Length"/> as the
/// <see cref="ManualMixerState.States"/>, this method allocates and assigns a new array of that size.
/// </summary>
public bool ValidateThresholdCount()
{
if (States == null)
return false;
if (_Thresholds == null || _Thresholds.Length != States.Length)
{
_Thresholds = new TParameter[States.Length];
return true;
}
return false;
}
/************************************************************************************************************************/
/// <summary>
/// Called whenever the thresholds are changed. By default this method simply indicates that the blend weights
/// need recalculating but it can be overridden by child classes to perform validation checks or optimisations.
/// </summary>
public virtual void OnThresholdsChanged()
{
WeightsAreDirty = true;
Root.RequireUpdate(this);
}
/************************************************************************************************************************/
/// <summary>
/// Calls `calculate` for each of the <see cref="ManualMixerState.States"/> and stores the returned value as
/// the threshold for that state.
/// </summary>
public void CalculateThresholds(Func<AnimancerState, TParameter> calculate)
{
ValidateThresholdCount();
var count = States.Length;
for (int i = 0; i < count; i++)
{
var state = States[i];
if (state == null)
continue;
_Thresholds[i] = calculate(state);
}
OnThresholdsChanged();
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Initialisation
/************************************************************************************************************************/
/// <summary>
/// Constructs a new <see cref="MixerState{T}"/> without connecting it to the <see cref="PlayableGraph"/>.
/// </summary>
protected MixerState(AnimancerPlayable root) : base(root) { }
/// <summary>
/// Constructs a new <see cref="MixerState{T}"/> and connects it to the `layer`.
/// </summary>
public MixerState(AnimancerLayer layer) : base(layer) { }
/// <summary>
/// Constructs a new <see cref="MixerState{T}"/> and connects it to the `parent` at the specified
/// `index`.
/// </summary>
public MixerState(AnimancerNode parent, int index) : base(parent, index) { }
/************************************************************************************************************************/
/// <summary>
/// Initialises this mixer with the specified number of ports which can be filled individually by <see cref="CreateState"/>.
/// </summary>
public override void Initialise(int portCount)
{
base.Initialise(portCount);
_Thresholds = new TParameter[portCount];
OnThresholdsChanged();
}
/************************************************************************************************************************/
/// <summary>
/// Initialises the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState.States"/> with one
/// state per clip and assigns the `thresholds`.
/// <para></para>
/// WARNING: if you keep a reference to the `thresholds` array, you must call
/// <see cref="OnThresholdsChanged"/> whenever any changes are made to it, otherwise this mixer may not blend
/// correctly.
/// </summary>
public void Initialise(AnimationClip[] clips, TParameter[] thresholds)
{
Initialise(clips);
_Thresholds = thresholds;
OnThresholdsChanged();
}
/// <summary>
/// Initialises the <see cref="AnimationMixerPlayable"/> and <see cref="ManualMixerState.States"/> with one
/// state per clip and assigns the thresholds by calling `calculateThreshold` for each state.
/// </summary>
public void Initialise(AnimationClip[] clips, Func<AnimancerState, TParameter> calculateThreshold)
{
Initialise(clips);
CalculateThresholds(calculateThreshold);
}
/************************************************************************************************************************/
/// <summary>
/// Creates and returns a new <see cref="ClipState"/> to play the `clip` with this
/// <see cref="MixerState"/> as its parent, connects it to the specified `index`, and assigns the
/// `threshold` for it.
/// </summary>
public ClipState CreateState(int index, AnimationClip clip, TParameter threshold)
{
SetThreshold(index, threshold);
return CreateState(index, clip);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
#region Descriptions
/************************************************************************************************************************/
/// <summary>Gets a user-friendly key to identify the `state` in the Inspector.</summary>
public override string GetDisplayKey(AnimancerState state)
{
return string.Concat("[", state.Index.ToString(), "] ", _Thresholds[state.Index].ToString());
}
/************************************************************************************************************************/
/// <summary>
/// Called by <see cref="AnimancerNode.AppendDescription"/> to append the details of this node.
/// </summary>
protected override void AppendDetails(StringBuilder text, string delimiter)
{
text.Append(delimiter);
text.Append("Parameter: ");
AppendParameter(text);
base.AppendDetails(text, delimiter);
}
/************************************************************************************************************************/
/// <summary>Appends the current parameter value of this mixer.</summary>
public virtual void AppendParameter(StringBuilder description)
{
description.Append(Parameter);
}
/************************************************************************************************************************/
#endregion
/************************************************************************************************************************/
}
}